/Engine/Plugins/Runtime/MassGameplay/Source/MassActors/Public/MassAgentComponent.h
If present present on an actor in the world it makes it communicate with the MassSimulation which will create an entity representing given actor. Use case 1) will also applicable in this case. The component is unregistered by default and requires manual enabling via a 'Enable' call
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, ClassGroup=Mass, Meta=(BlueprintSpawnableComponent), HideCategories=(Sockets, Collision)) class UMassAgentComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)
FMassEntityHand...
AgentHandle
uint32:  1
bAutoRegisterInEditorMode
FMassEntityConf...
EntityConfig
FMassNetworkID
NetID
FMassArchetypeC...
PuppetSpecificAddition
Contains all the fragments added to the entity during puppet's initialization.
EAgentComponent...
State
FMassEntityTemp...
TemplateID